OctaneRender™ for LightWave™ 2.0 DAILY BUILD

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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juanjgon
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3dworks wrote:
EDIT: found now out that the UVMAP node does more or less what i want! this node is going to be supported in the future?
This node is not going to be deprecated, it is still useful for some workflows.

-Juanjo
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3dworks
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ok, i've invested into another node license for using an additional card on a second mac pro in the network (all running OSX 10.9.4 here). i have followed all the instructions and installed the daemon of version 2.0.1 with default settings. all firewall settings and little snitch are checked to let network traffic pass, but i cannot get the GPU recognized on my LW workstation.

on the slave mac, the GPU is recognized by the octane standalone app and of course i am registered with the new account on this mac. i set the checkbox for 'enable network rendering' in the network rendering tab on the standalone app on the slave mac, but unchecked it on the workstation mac (with lightwave running). on both macs i closed the standalone apps after setting these preferences. on LW workstation, only layout with octane plugin is running, on slave mac, only the octane daemon is running. is this a correct setup?

any clues what the problem could be?

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Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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3dworks
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ok, again problem solved by reading nearly all related forum posts here... for anyone interested: the latest LW plugin build ONLY works with standalone version 2.0.2 in networking mode. so i downloaded, installed and got it working - at least, the slave correctly is appearing in the nodes list now and can be checked. will test functionality soon ;-)

EDIT: looks like distributed rendering is working quite well with macs! not sure why when adding a GTX 680 card on my second mac to the main GTX 780 card, the MS/sec rate in IPR almost doubles?
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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3dworks
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juanjgon wrote:
3dworks wrote:please test here. open the scene, activate IPR. select all lights. hit 'p', check and uncheck 'unseen by camera' property a few times. it always crashes here after first or second switch.
I am testing your scene here and I can't reproduce the crash. Do you have also the crash without the IPR working?

I have seen that you have also the Maxwell plugin added to your system, perhaps we have some kind of side effect with it.

Anyway, please, can you enable the log file in the plugin render options and send it to me after you get the crash? ... this is the only way to know where is the problem.

Thanks,
-Juanjo

hi juanjo,

i've removed the maxwell shader and the crash happens the same. btw. maxwell does only have camera, shader and instancer plugins, no lights - not sure if this makes a side effect less likely. anyway, a crash does NOT happen when IPR is not active. as requested, i've setup the log in the plugin and reproduced the crash once again. opened the scene, opened IPR, multiselected all area lights, hit 'p' then checked the unseen by camera box. crashed.

please see attached archive with scene, crash log and octane log.

markus
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octane_lw_set_multiple_lights_crash.zip
(34.34 KiB) Downloaded 204 times
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
vipvip
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Hi
I encounter a problem when using the very nice 2-point-polys rendering feature for wire-mesh rendering.
On the attached scene, the poly objects was transformed in 2-point-polys object with strand maker: it generates these dark spots when rendering with octane ( version DAYLY 04/07 )...
note that normally, this process doesn't generate any problem... perhaps the cause is the geometry structure ? but i cant see why
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bug_wire.zip
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bugwire.JPG
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BorisGoreta
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I had this black squares too, they are caused by 0 length fibers so make sure you don't generate those.

Or if it is not that then check the angles between adjacent 2 point polygons, they should close an angle greater then 90 degrees, otherwise the render cylinder brakes.
vipvip
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ok thanks Boris
**EDIT**: and Juanjo !
Last edited by vipvip on Wed Jul 23, 2014 9:46 am, edited 1 time in total.
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juanjgon
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Yes, you have a lot of duplicated vertex ... try to merge them and remove the one point polygons.

-Juanjo
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BorisGoreta
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How can we have stepped transitions in Octane Gradient Texture node ? I would like to have 3 specific colors distributed over instances but not the colors in between.
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juanjgon
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BorisGoreta wrote:How can we have stepped transitions in Octane Gradient Texture node ? I would like to have 3 specific colors distributed over instances but not the colors in between.
Yes, in the next plugin release, in few days ;)

-Juanjo
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image000252.jpg
image000251.jpg
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